Guild of Kamon
The guild was founded by the Khazadur Dwarf by the name of Kamon back in 56AN. Caverns were explored and taken back from the Goblins of Krak-azgul, and more clockwork wonders were found, but also tombs of knowledge, lost for centuries.The clan master Studied these blue prints and with the brightest of his fellows, was able to reactivate many dormant devices.
He saw the power in what he would unleash and closed the teachings to only those with the integrity and the true spirit of the clans. To use this knowledge to help reclaim the stolen lands from the Uruk and the Blight,is all that matters.
Now members are called Kamonites after the founder who still toils in the heart of Khazadur, teaching the next generation's his knowledge and secrets.
The Guild of Kamon is part of the Artificers of Korak.
Artificers of Korak
Artificers are members of the three holy orders like everyone else and, because they are such skilled artisans, they climb the ranks of the guildhalls quickly. Renowned for their amazing skills with item creation and structural engineering, artificers are much sought after by anyone wishing to purchase the skills of a truly masterful craftsman. Most artificers pour their magic into the items they craft to honor their god. Some can inscribe holy runes, enchant items with divine power, and call upon celestial aid for powerful projects. Artificers have no peer in the Material Plane when it comes to the creation of magical items. Artificers can be found in a range of conditions, from the local blacksmith’s shop working on something miraculous out back, to opulent forges covered in powerful runes with bevies of apprentices running about on errands. Powerful artificers are boons to entire nations, for the power of the items they produce are legendary and can make the difference between victory and defeat in times of war. Such artificers are treated almost as nobility, receiving lavish respect from both the faith and allied secular authorities. Joining the Artificers Most artificers come from the ranks of guild artisans, having melded their commitment to their craft to their religious devotion. Many are clerics (of Creation) or arcstones of Korak who focus their talents for a time on crafting, though others are wizards (of Artifice). Any character with a deep and abiding love for making things, and worships Korak, might find a place among the artificers.Structure
The Guildhalls of Korak
Koraketh worship in the guildhalls of Korak, also known by members as the Halls of the Grand Wright. Nearly every artisan who worships the gods of the tree belongs to a guildhall. Most who make their living through works of the hand (see below) consider their guildhall their “home” church, even if they pay respects to other members of the pantheon. Thus, guildhalls are cornerstones of every community. The guildhalls, and the entirety of the Koraketh faith, exist to do: to work, and make things. The guildhalls aid those who need advice to complete massive projects, and offer supplies when possible. They provide mediation between artisans in professional disputes, make sure apprentices aren’t abused by their masters, and collaborate with community leaders on public works. The Koraketh keep clear of political struggles, and anything else that might distract them from their work. Dedication to actual work in their community, and an intimate involvement in the goings-on of local artisans, make the Koraketh so popular that many towns don’t have individual guilds for coopers, thatchers, masons, smiths, or other trades. Instead they all meet within the guildhalls of Korak, which happily makes space available for such purposes. Korak favors the guildhalls, and goes to them when he walks the mortal sphere, when he’s not wooing Thellyne. Although the Compact forbids him from directly teaching his faithful or giving them great powers to pursue his ends, nearly all the gods communicate with their churches through signs and portents. Thus, Korak delivers guidance as a blind old man, or a young artisan hoping to be taught a lesson or two. In this fashion, he observes the Koraketh and teaches them lessons through parables and hands-on examples. Korak dearly loves those who live for artisanship. He believes Koraketh serve the highest calling any mortal can: perfecting the works of the hand. Therefore, the most powerful of Koraketh receive aid from their god in times of need, and the Forger of Souls always watches over them. Journeymen Apprentices fully inducted into the order become either “makers,” “builders,” or “masons.” They are addressed and introduced by full title (such as “Maker Jason”). Masters In time, one who creates something of great and lasting beauty becomes a master and is titled as a “master maker,” “master builder,” or “master mason.” He might be called “Master Maker Jason.” Grand Masters The greatest masters become accepted by all as one of the great craftspeople of a large area. Such a figure is considered a Grand member of the guild, called either “grand maker,” “grand builder,” or “grand mason.” They are addressed as “Illustrious Masters,” and introduced by full title— “Illustrious Master Jason, of the Makers,” for example. Supreme Masters The most skilled and accomplished masters might unseat the current head of an order (see “Holy Days,” above) and become the supreme members of the guild. The head of the order is either the “supreme maker,” “supreme builder,” or “supreme mason.” He is addressed as “Most Excellent and Venerable Master,” and introduced by that moniker. One cannot be a member of more than one of the three major orders (makers, builders, masons). Once an order is chosen, a member must stay in it or go through a complex initiation, rejecting the old order and joining the new. In any given guildhall, the highest-ranked local member of each order lead their comrades. If there are no particularly powerful or revered members of the order locally, they look to reputable members of the order for instruction in other guildhalls, visiting when necessary for guidance and instruction. The three orders maintain equal status in a guildhall, but even their most powerful members do not determine local guildhall policy. While each order might make policies and religious law for its own members, every guildhall is an independent body, overseen by the local head of the fourth order of the faith, the guildmasters.
Type
Guild, Craftsmen
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